I'm building a platformer/runner set during a huge earthquake. The quake mechanic means that the platforms and obstacles appear at the last second right in front of the player. Here's a mock up of the gameplay I'm aiming for:
It's a pretty rough mock up. There's no proper physics or collision detection going on. The world is made up of a bunch of rectangular columns. In the future I'd like these to be prisms with more random polygonal bases. I've managed to create some meshes from a Voronoi diagram that tessellate and look like a more natural "cracked" landscape:
I may still use the blocky square look for some kind of temple/indoor level.
The format offers the opportunity for a randomly generated infinite runner style game. I may experiment with this but I think for the main "story" mode of the game I'd like to create a more crafted experience. I've no idea of the visual style I'll shoot for and creating 3D assets is hardly my strong point so I think I'll focus on the engine/game-play for now.
I figure the conceit for the crumbling world mutating in a way to support the players progress will be that they have some kind of magical flying companion capable of moving the pieces of the world (think earthbending in The Last Airbender). Of course that won't explain why some of the platforms are arranged in more difficult arrangements that others. Perhaps the companion has limited powers? Or the player has to reach collectables (energy orbs) that replenish the companions power.